地區背景（Regional Traits）
Born into the Church
As a child, you were given to a religious order by your
family, either to save you from poverty or to serve your
community’s religious ideals.
Cloistered Upbringing (Any City): Growing up among acolytes or monks, you were exposed to their supernatural power. You gain a +1 trait bonus on saving throws against the supernatural effects of channeled energy or abilities powered by ki, and regain 1 additional hit point when healed by supernatural effects.

Business
You hail from a family of respectable business owners or workers. You maintain a connection to commerce by seeking out trade opportunities in your travels. Alternatively, you left business behind because you found it boring or because you saw adventuring as a way to attain
much more wealth than is possible with a craft or trade.
Diligence (Any City): You grew up helping with a family business or were mentored by an expert in some craft or profession, who taught you diligence. Select one specific Craft or Profession skill. You can take 20 with that skill in half the amount of time normally required to take 20.

Foundling
Your birth is a mystery, as you were abandoned at a young
age to strangers or an orphanage. You might have found
a mentor, but more likely grew up with little guidance or
support. Foundlings commonly have the Adopted social trait.
Lost Origins (Any City): You are disconnected from your heritage and do what you can to learn more about where your family is or where your people came from. Knowledge (local) is always a class skill for you, and you can always take 10 on Knowledge (local) checks, even when stress or distractions would normally prevent you from doing so.

Immigrant
Your family came to a big city to find new opportunities unavailable in your former home. You have worked hard to overcome the culture shock of new laws, customs,
prejudices, and slang common in your new environment.
Cultivated (Any City): You grew up speaking multiple languages. You learn one additional language. Additionally, when attempting a Diplomacy check to gather information using this language, you can do so in 1d6 × 10 minutes, rather than the normal 1d4 hours.

Privileged
You were born into a group that is respected by the peopleof your hometown, and enjoyed the benefit of the doubt in nearly all your dealings. You may have used this trust to help make your home a better place, or you may have taken advantage of it to perform crimes while maintaining an appearance of innocence.
Good Folk (Any City): People’s faith in you tends to run deeper than their trust of others. You gain a +2 bonus on Charisma checks and Charisma-based skill checks with creatures that have a friendly or helpful attitude towards you.

Rags to Riches
Luck carried you from poverty into wealth in your youth.Perhaps you were a starving orphan when you met and charmed a good-hearted noble, who adopted you. Or maybe you were simply a hard worker whose earnestness inspired others to support your family’s business until it f lourished.
Charmed Innocent (Any City): Your apparent good nature or playful charm makes nonevil creatures want to like you. Once per day, before you roll any Charisma check or Charisma-based skill check against a nonevil creature, you can roll twice and take the better result.

Raised Outside the Law
You grew up around people who constantly had to hide their activities from rivals and the authorities. These were likely criminals or spies, but could also be good folk whose
innocuous activities were outlawed by an uncompromising government. You never knew whom you could trust or what personal detail would give you away to your pursuers.You might take to the life of a spy or revolutionary as easily as that of a traditional adventurer.
Cunning Liar (Any City): You were forced into hiding or willingly went on the run at a young age, and learned to reading others’ interests to inform your lies. You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks.

Runaway
In your youth, you ran away from home. It might have been an unsafe place for you. Alternatively, you might have simply wished to have your own adventures unimpeded by
your family, though you keep in touch to let them know you are safe.
Street Wary (Any City): You learned to take care of yourself on the streets and know the warning signs ofhostile intent. Sense Motive is always a class skill for you,
and you gain a +2 trait bonus on Sense Motive checks to
get a hunch.

City Defenders
城市防禦者
Gralton Citizen’s Directorate
Gralton is a River Kingdom peopled by expatriates from revolutionary Galt. The city government established this official organization to uncover Galtan secret agents
plotting dangerous political intrigues. The people appreciate the work done by Directorate operatives but frequently seek to lure them into helping with one secret scheme or another to reclaim something lost in Galt (or Galt itself ).
Vigilant Spycatcher (Social): Paranoid parents or a military trainer taught you to keep vigilant for spies. If you roll less than 10 on Perception checks to see through
disguises, determine your result as if you had rolled 10.

Sable Company Mercenaries
The Sable Company protects in the southern Varisian city of Korvosa from threats that include pirates, smugglers, and Shoanti raiders. The company famously prefers aerial assaults and reconnaissance upon hippogriff mounts, but also employs infiltration tactics. Although the city has a monarch, the Sable Company answers to the seneschal of Castle Korvosa. Some Korvosans admire the Sable Company, but many are wary, given the complicated nature of the mercenaries’loyalties.
Cutting Condescension (Social): The Sable Company has taught you to quickly get compliance from those in your way. You gain a +2 trait bonus on Intimidate checks to force a creature to act friendly towards you, and can attempt such checks in half the normal time.

Wave Riders
Members of the sea cavalry of Absalom ride hippocampi into battle against seafaring threats to their island home.They often train as bombers, raiders, and mounted archers. The citizens of Absalom respect their defenders and know better than to trif le with them.
Seafaring Reputation (Social): The Wave Riders’ fame helps you convince seafarers to cooperate. You gain a +1 trait bonus on Diplomacy and Intimidate checks
against sailors and residents of Absalom.

Magnimar City Watch
Magnimar’s city watch is tasked with both guarding its walls (which rarely face serious attack) and patrolling the streets to catch dangerous cultists, Sczarni thieves, and
anyone else breaking the relatively straightforward laws of the city. The watch is well liked because its officers are known to be generally reasonable—and because the members of the organization regularly put on exciting mock-gladiatorial performances.
Mock Gladiator (Social): You have learned how to work a crowd in Magnimar’s mock-gladiator fights. Choose one weapon. You take no penalty on attack rolls when dealing nonlethal damage with that weapon, and once per day if you score a critical hit with the weapon, you can immediately attempt an Intimidate check to demoralize your target.

Westcrown Dottari
The dottari (Chelish city guard) of Westcrown must be careful of the magical creatures and powerful criminals that stalk the night. While competent in most situations, dottari are treated with suspicion by many citizens, some of whom actually place more trust in local criminal leaders.
Wiscrani Ear (Social): You have a keen ear for the movements of thieves and monsters. You can always take 10 on Perception checks, even when stress and distractions
would normally prevent you from doing so.

Zephyr Guard
The Zephyr Guard are primarily charged with catching magical thieves and destroyers of property, as well as protecting members of Katapesh's elite. The merchants of the city greatly respect the Zephyr Guard, but visitors who are unfamiliar with their reputation sometimes give them trouble.
Practiced Disruptor (Social): You are experienced at facing off against spellcasters. You can attempt Knowledge (arcana) checks untrained; if you have ranks in that skill, you instead gain a +1 trait bonus on those checks. The concentration DC to cast a spell defensively in your threatened area increases by 1.

專長
Cunning Caster
Whether a smuggler or spy, you’ve learned to use misdirection and legerdemain to conceal your own magical abilities.
Prerequisites: Deceitful, ability to cast 1st-level spells.
Benefit: When casting a spell, you can attempt a Bluff check (opposed by observers’ Perception checks) to conceal your actions from onlookers. If the spell requires material components, you take a –4 penalty on the Bluff check. If the spell requires somatic components, you take a –4 penalty on the Bluff check. If the spell requires verbal components, you take a –4 penalty on the Bluff check. If the spell requires a focus or divine focus, you take a –4 penalty on the Bluff check. If the spell produces an obvious effect (such as a summoned creature or visible spell effect), you take a –4 penalty on the Bluff check,
and even if your check is successful, observers still see the spell effect (though they fail to notice that you are responsible for it). All Bluff check penalties are cumulative.

Edge Runner
You move with speed and assurance in places that cause others to fall into danger.
Prerequisite: Dex 13.
Benefit: You can move at full speed while using Acrobatics to balance on narrow surfaces, and do not become f lat-footed or lose your Dexterity bonus to AC while doing so. You also gain a +4 bonus on Climb checks to catch yourself while falling. You also gain a +4 bonus on saving throws against effects that would cause you to fall into a pit (such
as create pit or a pit trap). This bonus does not apply to your CMD against bull rush or trip attacks.

Filth Forager
Your regular exposure to the filth and unfortunate residues common to sewers
and subterranean urban environs has caused you to develop a resistance to the effects of
such conditions.
Benefit: You gain a +4 bonus on all saving throws against diseases and any effect that would cause you to become nauseated or sickened.

Filthy Weapons (Combat)
You spread contagion with your weapons by covering their business ends in virulent muck and sewage.
Prerequisites: Knowledge (dungeoneering) 1 rank, Knowledge (nature) 1 rank.
Benefit: You can take a standard action to cover a weapon in decomposing waste, slimy filth, or other virulent agent. The next attack with that weapon that succeeds against a foe exposes the target to filth fever. If the attack is a critical hit, the filth fever has an onset time of 1 round, and a save DC equal to 10 + 1/2 your base attack bonus + your Intelligence modifier.

Guild Emissary
Not only are you associated with a powerful thieves’ guild or similar shadowy group, you are well-enough connected to gain benefits when dealing with the underworld in
any settlement.
Prerequisite: Leadership or Underworld Connections(see below).
Benefit: You can attempt a special character level check (1d20 + your Charisma modifier + your character level) in place of a Diplomacy check when attempting to gather
information. You can ask local contacts to find information for you. While this still takes the normal amount of time (typically 1d4 hours), you can gather information about
multiple topics at once (up to a maximum number of topics equal to 3 + your Charisma bonus).

Additionally, when you are in a settlement no smaller than a small city and are seeking a magic item with a value equal to or less than the city’s base value (Pathfinder RPG
Core Rulebook 460–461) and the item is not available, you can check again after 1 day (rather than 1 week). If using the contact rules (Pathfinder RPG Ultimate Campaign 148) you gain a single reliable contact each time you enter a settlement no smaller than a small city. This contact is randomly determined to be a fence, gossip, manipulator, merchant, petty criminal, snitch, or thug. The contact operates only within that city, and if the contact’s Trust score goes down, it immediately drops to 1.

Mud in Your Eye (Combat)
You are used to fighting in muck and slime, and happily hurl it in your foes’ eyes in the heat of battle.
Prerequisite: Throw Anything.
Benefit: As a standard action when in urban or subterranean terrain, you can scoop filth, sewage, mud, or similar grime off a nearby surface and hurl it at a foe as a ranged touch attack with a range increment of 5 feet. If the attack hits, you can immediately attempt a dirty trickAPG combat maneuver against the target as a free action; this dirty trick can be used only to blind the target. As a ranged touch attack, this action provokes attacks of opportunity, even if your dirty trick attempts normally wouldn’t provoke
such attacks (such as via the Improved Dirty TrickAPG feat).
Special: A character with favored terrain (as the ranger class feature) can use this feat when in any of his favored terrains in addition to urban and subterranean.

Rat Catcher (Combat)
You have a great deal of experience dealing with the subterranean pests common in cities.
Prerequisites: Knowledge (dungeoneering) 1 rank, base attack bonus +1.
Benefit: You gain a +1 dodge bonus against attacks made by creatures at least two size categories smaller than yourself, and gain a +1 bonus to attack and damage rolls
against such creatures. Additionally, you take only half damage from swarm attacks, and as a full-round action can make a single attack with a natural or bludgeoning weapon against an adjacent swarm. If the attack hits, you deal half damage to the target, even if the swarm is small enough to normally be immune to such attacks.

Subtle Devices
You are skilled at concealing your use of magic items with guile and deft tricks.
Prerequisite: Stealthy.
Benefit: When triggering a wand, staff or any other magic item, you can attempt a Stealth check (opposed by observers’ Perception checks) to conceal the trigger from onlookers. If the magic item produces an obvious effect (such as a summoned creature or visible spell effect), you take a –4 penalty on the Stealth check, and even if your check is successful, observers still see the spell effect (though they fail to notice you are responsible for it).
微妙設備（Subtle Devices）【AHoH】：
先決條件： 【隱密】
優勢：當觸發魔杖，權杖或任何其他魔法物品時，您可以嘗試隱匿檢查（對抗觀察者的察覺檢定）以隱藏被察覺者的發現。 如果魔法物品產生明顯的效果（例如被召喚的生物或可見的法術效果），你會在隱匿檢定上受到-4的懲罰，即使你的檢定成功，觀察者仍會看到法術效果（儘管他們未能注意到你要對它負責）。
速查：隱秘（Stealthy）：你對避開不必要的注意和逃脫束縛很拿手。
專長效果：你在所有脫逃和隱匿技能檢定上獲得+2加值。如果某技能受訓等級10以上，該技能獲得的加值提升為+4。

Throat Slicer (Combat)
Sometimes the only way to deal with those who see your illicit activities is to get rid of them.
Prerequisite: Base attack bonus +1.
Benefit: When using a 1-handed, light, or natural weapon, you can deliver a coup de grace to an unconscious, bound, or pinned target (though not other kinds of helpless
targets) as a standard action.

Underworld Connections
You know people and things that interact with the underworld, whether through crime syndicate connections or friends that literally dwell beneath the surface.
Benefit: You gain a +2 bonus on all Knowledge (dungeoneering) checks and Survival checks while underground or in urban terrain.
Additionally, while within a settlement and attempting a check modified by that settlement’s corruption, crime, or economy modifiers (see Pathfinder RPG GameMastery Guide 205), you can use your knowledge of local contacts to gain a +4 bonus on that roll. However, if the check fails, anyone witnessing your attempt sees you committing some violation of local law.